You'll face Alvida (25,000 HP, 2202 damage on a 2-turn interval, 1750 defense). Alvida may pose a bit of a problem due to her high defense. Nothing that a few perfects and/or QCK characters and/or matching orbs and/or burst team mechanic won't be able to handle. Still, she is a red boss, so if you try to go after her with a green team, and can't hit a perfect, you'll have some trouble. You should be able to do it, but if you really are stuck, consider a QCK team led by Sanji or a rainbow slasher/fighter team captained by Arlong/Zeff with as many QCK subs as you can. And of course, GPU will buy you a few turns. Another trick is a unit which reduces defense, like Sanji Plastic Surgery Shot or Cabin Boy Helmeppo.

Chapter 4

PSYMohji & Richie has 110,000 HP and hits for 3888 every 4 turns. Just take him down before he can activate too many times, he is so slow you should not have much trouble.

Chapter 6

Alvida is back, with PSYMohji & Richie. M&R as usual are not much to worry about (75000 HP, 3030 damage on a 4-turn cooldown, 100 defence) but Alvida is about as annoying as before (now 18,000 HP, 1902 ATK on a turn interval, and 1800 DEF).

Chapter 7

DEXCabaji the Acrobat (65,000 HP, 1987 damage every 2 turns) and INTBuggy the Clown (76,000 HP, 1331 damage every turn) should not be that difficult. You should be loving your GPU right now.

Chaoter 10

QCKTashigi has 52,000 HP, attacks for 1255 each turn, and as usual is underwhelming. Take out her bodyguards first, and it will be a cakewalk. Frankly, unleashing Roronoa Zoro Ashura Ichibugin 's special here will almost clear everything out.

Chapter 12

DEXSmoker now has a respectable 300,000 HP, and hits for 4500, but only every 5 turns. Whether you are using a Luffy STR team against him, or a tankable Zoro team, you should be fine, as long as you don't miss too much. Now, if you are still having difficulty - level up your units!